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Introduction . . . . . . . . . . . . . . . . . . . 4

ORIGIN OF THE SPECIES . . . . . . . . . . . . . . 5Man or Animal? . . . . . . . . . . . . . . . . . . . . . . 5Eden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Masters of Their Future . . . . . . . . . . . . . . . 6

Humanity . . . . . . . . . . . . . . . . . . . . . . . . 7

BEING HUMAN . . . . . . . . . . . . . . . . . . . . . . . 9Humans and the Symphony . . . . . . . . . . . 9Free Will . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Interventions . . . . . . . . . . . . . . . . . . . . . . . 10Prayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Seeing the World

Through Human Eyes . . . . . . . . . . . . . 11Living . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Dying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Human CharacterS . . . . . . . . . 16

FORCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Potential Forces . . . . . . . . . . . . . . . . . . . . 17Maximum Human . . . . . . . . . . . . . . . . . . . 17Mortals . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Forces and Heritage . . . . . . . . . . . . . . . . . . . 18Gaining Forces . . . . . . . . . . . . . . . . . . . . . 19Characteristics . . . . . . . . . . . . . . . . . . . . . . 19Aging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

ESSENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Focused Efforts . . . . . . . . . . . . . . . . . . . . . 20Rites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

THE HUMAN BODY. . . . . . . . . . . . . . . . . . 20Body Hits and Physical Injury . . . . . . . . . 20Mind Hits and Ethereal Damage. . . . . . . 21Soul Hits and Celestial Damage . . . . . . . 21

BUYING RESOURCES . . . . . . . . . . . . . . . . . 22Advantages . . . . . . . . . . . . . . . . . . . . . . . . 22Symphonic Awareness. . . . . . . . . . . . . . . . . . 22Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Attunements. . . . . . . . . . . . . . . . . . . . . . . . 23Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Servants . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Songs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Disadvantages . . . . . . . . . . . . . . . . . . . . . . . 25

ReSourceS . . . . . . . . . . . . . . . . . . . . . . 26

ADVANTAGES . . . . . . . . . . . . . . . . . . . . . . . 26

ATTUNEMENTS . . . . . . . . . . . . . . . . . . . . . . 27

SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

DISADVANTAGES . . . . . . . . . . . . . . . . . . . . . 29Corporeal . . . . . . . . . . . . . . . . . . . . . . . . . 29Ethereal . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Celestial . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

SORCERY . . . . . . . . . . . . . . . . . . . . . . . . . . . 31The Secret of Sorcery . . . . . . . . . . . . . . . . 32Sorcerous Requirements . . . . . . . . . . . . . . 32Angels and Sorcery . . . . . . . . . . . . . . . . . . . 32Sorcerous Skills . . . . . . . . . . . . . . . . . . . . . 33

RITUALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Learning Rituals . . . . . . . . . . . . . . . . . . . . 33Ritual Performances . . . . . . . . . . . . . . . . . 34Ritual Descriptions . . . . . . . . . . . . . . . . . . 36Sorcerous Artifacts . . . . . . . . . . . . . . . . . . . . 36Banishment Ritual . . . . . . . . . . . . . . . . . . . 37Command Rituals . . . . . . . . . . . . . . . . . . . 37Exorcism Rituals . . . . . . . . . . . . . . . . . . . . 39Focus Rituals . . . . . . . . . . . . . . . . . . . . . . 39Summoning Rituals . . . . . . . . . . . . . . . . . 41The Will-War . . . . . . . . . . . . . . . . . . . . . . . 42Advanced Rituals . . . . . . . . . . . . . . . . . . . . . 44Special Rituals . . . . . . . . . . . . . . . . . . . . . . 45

ENCHANTMENT . . . . . . . . . . . . . . . . . . . . . 46Artifact Creation . . . . . . . . . . . . . . . . . . . . 46Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Herbalism . . . . . . . . . . . . . . . . . . . . . . . . . . 46Creating Familiars . . . . . . . . . . . . . . . . . . . 48Construct Creation . . . . . . . . . . . . . . . . . . 49Necromancy. . . . . . . . . . . . . . . . . . . . . . . . 49

MortalS . . . . . . . . . . . . . . . . . . . . . . . . 51

MUNDANES . . . . . . . . . . . . . . . . . . . . . . . . . 52Ordinary People . . . . . . . . . . . . . . . . . . . . 52Extraordinary People . . . . . . . . . . . . . . . . 53

SOLDIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Soldiers as Characters . . . . . . . . . . . . . . . 53Identification . . . . . . . . . . . . . . . . . . . . . . . 54Soldiers of God . . . . . . . . . . . . . . . . . . . . . 54Soldiers of Hell . . . . . . . . . . . . . . . . . . . . . 59Hellsworn – Damnation and Salvation . . . . 61Pagan Soldiers . . . . . . . . . . . . . . . . . . . . . . 65Dream Soldiers . . . . . . . . . . . . . . . . . . . . . . 66

ROGUES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67Gray Soldiers . . . . . . . . . . . . . . . . . . . . . . 67Secret Soldiers . . . . . . . . . . . . . . . . . . . . . 67The Uninitiated . . . . . . . . . . . . . . . . . . . . 68

PROPHETS . . . . . . . . . . . . . . . . . . . . . . . . . . 68Visions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68False Prophets . . . . . . . . . . . . . . . . . . . . . . 68

SORCERERS. . . . . . . . . . . . . . . . . . . . . . . . . . 69Sorcerers as Characters . . . . . . . . . . . . . . . 69Becoming a Sorcerer . . . . . . . . . . . . . . . . . 70Lone Sorcerers and Cabals . . . . . . . . . . . . 70Enchanters . . . . . . . . . . . . . . . . . . . . . . . . . 70Methods of Magic . . . . . . . . . . . . . . . . . . . 71Demons of Sorcery . . . . . . . . . . . . . . . . . . . . 72Sorcerers and Celestials . . . . . . . . . . . . . . 73Sorcerers and Ethereals . . . . . . . . . . . . . . 73White Sorcerers . . . . . . . . . . . . . . . . . . . . 74Salvation for Sorcerers . . . . . . . . . . . . . . . . . 74

CROSSBREEDS . . . . . . . . . . . . . . . . . . . . . . . 74Ethereal Offspring . . . . . . . . . . . . . . . . . . 75Celestial Offspring . . . . . . . . . . . . . . . . . . 75Demi-Gods. . . . . . . . . . . . . . . . . . . . . . . . . . 75Crossbreeds and Characters. . . . . . . . . . . . . . 76

C O N T E N T S

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COrporealPLAyer’S GuTde

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ImmortalS . . . . . . . . . . . . . . . . . . . . . 77Falling from Grace . . . . . . . . . . . . . . . . . . . 78

DEAD SOULS . . . . . . . . . . . . . . . . . . . . . . . . 79Celestial Souls –

the Blessed and the Damned . . . . . . . . 79Former Humans as Celestials . . . . . . . . . . . . 79Ghosts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Dream-Shades . . . . . . . . . . . . . . . . . . . . . 82Dead Souls as Characters . . . . . . . . . . . . . . . 82

SAINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84The Saintly Petition . . . . . . . . . . . . . . . . . 84Patron Saints and Famous

Souls in Heaven . . . . . . . . . . . . . . . . . . . 84Return to Flesh – Creation of a Saint . . . 85The Saintly Life . . . . . . . . . . . . . . . . . . . . 86Saints and Archangels . . . . . . . . . . . . . . . . 86Saints on Earth . . . . . . . . . . . . . . . . . . . . . 88Fallen Saints . . . . . . . . . . . . . . . . . . . . . . . . 88Pagan Saints . . . . . . . . . . . . . . . . . . . . . . . . 88

UNDEAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Unlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Creating Undead . . . . . . . . . . . . . . . . . . . 90“Good” Undead . . . . . . . . . . . . . . . . . . . . . . 90Undead Characters . . . . . . . . . . . . . . . . . . 91The Song of Unlife . . . . . . . . . . . . . . . . . . . 91

REMNANTS . . . . . . . . . . . . . . . . . . . . . . . . . 92Lilith, The Only Word-Bound Human . . . . 92Remnants as Characters . . . . . . . . . . . . . . 93Restoration. . . . . . . . . . . . . . . . . . . . . . . . . 93Ethereal Remnants . . . . . . . . . . . . . . . . . . . . 93

HumanS in the War . . . . . . . . . 94

ARMIES OF LIGHT,ARMIES OF DARKNESS . . . . . . . . . . . . . 95Mixed Parties . . . . . . . . . . . . . . . . . . . . . . 95Humans Only . . . . . . . . . . . . . . . . . . . . . . 96Activities . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Humans and Celestials . . . . . . . . . . . . . . . . . 97Hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

THE UNALIGNED . . . . . . . . . . . . . . . . . . 101Motivations . . . . . . . . . . . . . . . . . . . . . . . 101

THIRD PARTIES . . . . . . . . . . . . . . . . . . . . 102The Players . . . . . . . . . . . . . . . . . . . . . . . 102

Human AgencieS . . . . . . . . . . . . . 103

INVOLVEMENT. . . . . . . . . . . . . . . . . . . . . . 103Participation. . . . . . . . . . . . . . . . . . . . . . . 104Infiltration . . . . . . . . . . . . . . . . . . . . . . . . 104

Celestial Puppetmasters?. . . . . . . . . . . . . . . 104Ethereal Infiltration . . . . . . . . . . . . . . . . . . 105

ORGANIZATIONS . . . . . . . . . . . . . . . . . . . 106The Government . . . . . . . . . . . . . . . . . . 106Private Agencies . . . . . . . . . . . . . . . . . . . 107Religion . . . . . . . . . . . . . . . . . . . . . . . . . . 108

SAMPLE ORGANIZATIONS . . . . . . . . . . . 110Divine Agencies . . . . . . . . . . . . . . . . . . . 110The Saint Christopher Society. . . . . . . . 112Infernal Agencies . . . . . . . . . . . . . . . . . . . 112The Dozen . . . . . . . . . . . . . . . . . . . . . . . . 113Sorcerous Cabals . . . . . . . . . . . . . . . . . . 114

The Human ArSenal . . . . . . . 115

TECHNOLOGY . . . . . . . . . . . . . . . . . . . . . . 116Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . 116

Advanced Technology . . . . . . . . . . . . . . . . . 117New Weapons. . . . . . . . . . . . . . . . . . . . . . . 118Records Systems . . . . . . . . . . . . . . . . . . . 118Medical Technology . . . . . . . . . . . . . . . . 119Surveillance . . . . . . . . . . . . . . . . . . . . . . . 119The Media . . . . . . . . . . . . . . . . . . . . . . . . 120Barbed Wire . . . . . . . . . . . . . . . . . . . . . . . 120

SUPERNATURAL POWERS . . . . . . . . . . . . 121Symphonic Gadgets . . . . . . . . . . . . . . . . . . 121

TOXINS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Poison. . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Poison and Disease – Optional Rule . . . . . . 123Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127

C O N T E N T S

ABOUT IN NOMINESteve Jackson Games is committed to full support of the In Nomine system.

Our address is SJ Games, Box 18957, Austin, TX 78760. Please include a self-addressed, stamped envelope (SASE) any time you write us! Resources nowavailable include:

Pyramid (www.sjgames.com/pyramid). Our online magazine includes newrules and articles for In Nomine. It also covers all the hobby’s top games –AD&D, Traveller, World of Darkness, Call of Cthulhu, Shadowrun and manymore – and other SJ Games releases like GURPS, INWO, Car Wars, Toon,Ogre Miniatures and more. And Pyramid subscribers also have access toplaytest files online, to see (and comment on) new books before they’rereleased.

New supplements and adventures. In Nomine continues to grow, and we’ll behappy to let you know what’s new. A current catalog is available for an SASE.Or check out our Web site (below).

Errata. Everyone makes mistakes, including us – but we do our best to fix ourerrors. Up-to-date errata sheets for all In Nomine releases, including this book,are always available from SJ Games; be sure to include an SASE with yourrequest. Or download them from the Web – see below.

Q&A. We do our best to answer any game question accompanied by anSASE.

Gamer input. We value your comments. We will consider them, not only fornew products, but also when we update this book on later printings!

Internet. Visit us on the World Wide Web at www.sjgames.com for an onlinecatalog, errata and hundreds of pages of information. Illuminati Online sup-ports SJ Games with discussion areas for many games, including In Nomine.Here’s where we do a lot of our playtesting! Dial 512-485-7440 at up to 33.6Kbaud – or telnet to io.com. You can get specific infomation about this book atwww.sjgames.com/in-nomine/corporeal.

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In Nomine IRC.We also support online roleplaying channels for In Nomine.If you’d like to start a MOO or similar Internet environment for gaming InNomine, please check out our policy information at www.sjgames.com/in-nomine/angelmush.html.

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Johnny kicked Zeke when he tried to get up, and then oncemore after he stopped trying. After making sure the manwasn’t going anywhere, Johnny crouched down beside him andlifted his head by his blood-matted hair.

“I’m only going to say this once, so you better listen good.”Johnny shook the fallen man’s head, and he groaned throughbroken teeth. “This is Steelhead territory, got it? You can pushyour shit anywhere east of 5th street, but not around here,understand?”

Zeke mumbled an assent and Johnny let go of his head, drop-ping it on the ground with a dull thud. He wiped off his handsas he turned to go, then paused as if suddenly rememberingsomething. “Oh, and for giving me the finger earlier . . .” Hestomped Zeke’s hand with his heavy boots, and the cracking offinger bones was drowned out by Zeke’s screams of pain.

At the entrance to the alley, Johnny saw a guy leaning insidea doorway. He looked like a skinhead and acted like he ownedthe street. As Johnny approached, the skinhead moved casual-ly to block his passage.

“What do you want?” Johnny shouted. He was still hopped-up from the fight and angry that One Gun had sent him onthis pathetic cleanup job.

“Just got a proposition, man. My superior likes your styleand wants to give you a job.”

“You got jobs, go to One Gun. He handles all of that.”Johnny moved to get by the guy, but the punk interposed him-self again.

“How would you like to be the boss . . . Johnny?”The gang member hesitated, then said “Keep talkin.’ ” He

wasn’t sure why he stayed, but something about the way thepunk talked was damn convincing.

“We give you what you need to take charge and you help usout. Pretty simple.”

Johnny barked out a disbelieving laugh. “What can you giveme? Guns? People? One Gun has all of that and he’ll dealwith anyone. If you want him out, why don’t you just take overyourself?”

The punk sneered. “Dumb-Gun doesn’t have the right stuff;you do, Johnny. And what we got is way better than guns.”

The Steelhead hesitated, thinking harder than he had in along time. One Gun’s just gonna keep sending me on shitjobs like this ’til someone gets me. Right now, I ain’t gotmuch to lose.

Johnny finally decided and said, “Okay, prove it.”The demon smiled toothily. “You got it.”4

I N T R O D U C T I O N

IntrOductioN

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The following Resources are offered to expand yourcampaign. Some are equally suitable for humans andcelestials, others are only available to one or theother. Naturally, the GM is not obliged to allowany of them. Note: Some of these Resources haveappeared in other supplements, and arereprinted here for clarity and completeness.

AdvantAGeSMost advantages are only applica-

ble to humans (though Charismacan be bought by celestials with ves-sels, and Status by celestials withRoles). Advantages are usuallyinnate, and must be purchased atcharacter creation; though the GMmight allow some to be acquired dur-ing play with an unusual story.Superiors cannot bestow advantages.

Blessed (10 points)Some mortals are blessed from birth with an

indomitable personality – they are very difficult toaffect with any power that interferes with their freewill. Blessed humans double their Will for purposes ofresisting any resonance, attunement, or Song that can beresisted, as well as Fast-Talk and Seduction attempts.(This does not apply to powers resisted by characteristicsother than Will, but it does apply to resisting orders if aBlessed human becomes a servant!)

On rare occasions, a mortal has gained this blessed sta-tus later in life, through spiritual enlightenment orextreme piety. The souls of humans who go to Heaven,including Saints (p. 83), automatically become blessed(see p. 79) – direct contact with the Divine, and the strip-ping away of all lies and worldly delusions, makes a soulvery hard to mislead.

A blessed mortal is not necessarily holy, however.While they obviously have an advantage in thwartingdemons, their blessing sometimes make them more self-ish than average – the force of their personality shuntsaside any external influences, good or bad. Angels great-

ly value those blessed mortals who choose to join thefight against Hell, but demons have also recruited them– blessed humans may be hard to dominate, but they’reas vulnerable as anyone else to manipulation. Beingblessed has led some humans into the ultimate exerciseof Will: sorcery (p. 32). A blessed human who engagesin a Will-war (p. 42) doesn’t double his Will, but he doesget to add his Celestial Forces to his target number, ascelestials do.

The Blessed advantage costs 10 points. It normallymust be purchased at character creation – undergoingthe sort of transformation that leads one to becomeblessed later in life should be a long, soul-searchingprocess involving months or years of prayer, study, med-itation, etc. . . . not normally possible for an adventuringplayer character.26

R E S O U R C E S

ReSoUrceS

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ZombisZombis can be created either by a necromantic ritual

(usually a failed attempt to create a mummy, p. 50) or bySaminga’s Zombi attunement. Unlike other undead,zombis don’t have a soul bound into their vessel. Thesoul of a corpse made into a zombi posthumously is longgone; someone who volunteers to become a mummy dies(and his soul disbands into the Symphony) if the ritualfails, leaving only a zombified corpse behind. A zombikeeps the memories and instincts of its former self, butthe only personality that remains is what manifests byreflex from its decaying brain.

Zombi characters are the same regardless of how theywere created – failed mummies simply have fewerForces. To create a zombi, replace all of its CelestialForces with Corporeal Forces. A zombi automaticallygets a Numinous Corpus at a level equal to its CorporealForces at creation, and a level 3 Need (usually for blood,brains, or something else gruesome). They generallyaren’t given any other abilities. (A zombi could be grant-ed other Corporeal Songs, and evenattunements, but even Samingawouldn’t waste such resources on azombi.)

Zombis usually don’t last very long– they require a constant supply ofEssence to avoid rotting away. If azombi fails to satisfy its daily Need,not only does it not get Essence thatsunset, but it also loses 1 Body hit atdawn . . . and zombis do not heal lostBody hits naturally.

RemNAntSRemnants (In Nomine, p. 30) are not really human,

but they function as humans in most ways.As described in the In Nomine rulebook, p. 68, a

Remnant is a celestial who has lost all his CelestialForces, but still has at least 1 Corporeal Force and a ves-sel. They materialize on Earth in their vessel, and lose allbut the vaguest memories of their previous existence.They are no longer celestials. They have no resonance,no dissonance, and no Heart. They keep attunements,but can’t use any that require a resonance or celestialabilities. They have no celestial form and cannot switchvessels. Remnants have no dreamscapes. Theoretically,they can travel the Marches as celestials do (In Nomine,p. 52) if they have Ethereal Forces, but few rememberhow to do so, and those who do usually don’t want to.Furthermore, since entering and leaving the Marchesrequires a Will roll, only a Remnant with a lot of Essencewill be able to do either.

92

Hardly anyone would include the Demon Princessof Freedom in the category of humanity . . . but theSymphony does. Lilith, unique and powerful crea-ture that she is, is still human.

According to all the Archangels, giving a human aWord doesn’t just require a lot of Essence – it’simpossible. It entails breaking fundamental laws ofreality. It disturbs the Host greatly to think that theFirst Balseraph could rewrite God’s Symphony tothat extent. Still, they’ve never come up with anyother theories that aren’t equally troublesome.

At the simplest level, this means Lilith (who is notcelestially green and horned) is the only Superiorwhose actions don’t create a disturbance on Earth –

and can influence Tethers. Lilith was instrumental inthe formation of the Tethers that freed the demonsfrom their celestial prison of Hell. And being humangives Lilith another advantage; she understandshumans, and how to manipulate them, as none of herpeers do.

On a more profound level, free will comes into thepicture. No one knows if celestials really have freewill, or if their destinies and fates were pre-scripted,from the Fall to the Final Trumpet. But, if humansare God’s special experiment, Lilith is still a part of itwhether she wants to be or not. So some wonder:was binding a human to the Word of Freedom a partof God’s plan?

LILITH, THE ONLY WORD-BOUND HUMAN

I M M O R T A L S

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97H U M A N S I N T H E W A R

Each Choir and Band has its own perspective onhumans. The humans who deal with them willquickly form impressions of angels and demons too. . . though with incomplete knowledge, thoseimpressions are often mistaken.

Below is a summary of how the various Choirsand Bands relate to humans. First comes a typicalcomment by a member of that Choir or Band, fol-lowed by the perspective of a Soldier who knowssomething about celestials – but not necessarilyeverything . . .

ANGELS AND HUMANSAngels can be difficult to work for. They have

very high standards, and an annoying tendency tothink they’re always right (backed by a tendency tobe right more often than not). Angels can beextremely patronizing, and while they may be kind-ly and patient with their human servants, don’tcount on it. Humans who work with angels oftenlearn the hard way that benevolent doesn’t neces-sarily mean nice . . .

Seraphim: “Only beings so blind to the Truthcould profane it so thoughtlessly. It pains us to spendtoo much time among humans; even the best ofthem lie easily and often. The only reason we need

them is to interpret their corrupt society and twistedrules for us, so we can go about the business of sav-ing their ungrateful souls. Let them serve if theywish, but make sure they stay in their place.”

The Human Perspective: “I keep having to remindmyself I’m in the presence of the Holiest of theHoly. They’re arrogant beyond belief, which I guessis understandable if you’ve got a direct line to God.But nothing you do is ever good enough, and everytime you open your mouth, they treat you like a stu-pid, impertinent child. They’re utterly tactless, anddon’t even think about lying to them.”

Cherubim: “Humans need our protection. Youhave to watch them closely, because they’ll endangerthemselves so thoughtlessly . . . sometimes it can bedifficult trying to work with mortals underfoot, butyou have to be patient with them. It’s not their fault.”

The Human Perspective: “They really are kind oflike babies, you know. I mean, it doesn’t matter howbig and tough they are, they’ll burst into tears if any-thing or anyone they care about gets hurt. I likeCherubs; they’re friendly and kind, more than mostangels. But they’re incredibly overprotective, andnosy, and they correct everything you do, like a med-dlesome mother.”

Ofanim: “Humans are all right . . . they’re just sodarned slow! You tell them to do something, and bythe time they start, you could already be finished.We prefer to leave them behind, doing their ownthing . . . they cramp our style too much.”

The Human Perspective: “If you’re ever luckyenough to see a Wheel in its true form . . . a burningwheel in the sky, blazing like a comet . . . it’s the mostbeautiful and awesome sight I’ve ever seen. They’renot very helpful, though. They whiz past, babbleinstructions at a mile a minute, then disappear again.I guess they hate spending any more time on Earththan they have to.”

Elohim: “Humans are fascinating, with their richtapestries of emotion and unpredictability. Theylack perspective, but it is extremely rewarding towork with them. You always learn something new.”

Continued on next page . . .

HUMANS AND CELESTIALS

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.666 Magnum, 121.Abaddon, 80.Actions, routine, 24.Activists, 100.Adam, 6, 17.Addicted, 29, 124.Addiction, 124.Advantages, 22, 26.Affinity, Song of, 76.Agencies, academia, 107; business,

107; celestial control of, 104-105;civil and social services, 106; collabo-rators, 105; divine, 110-112; fringe,108; fronts, 105; government, 106-107; human, 103-114; infernal,112-114; informed, 103-104; intel-ligence, 107; law-enforcement, 106;media, 107, 120; military, 106;misled, 103-104; non-profit, 107,112; private, 107-108; religious,108-110; sample, 110-114; scientif-ic, 107; unaware, 103-104.

Aging, 19.Alchemical constructs, 46, 49.Alchemical creations, 47-48.Alchemists, 70-71.Alchemy, 29, 46, 48, 121; rituals,

47-49, 114; skill, 28, 71.Andrealphus, 23, 113; Soldiers of,

63.Anchor, corporeal, 80-82; ethereal,

83; destroying, 82.Angels, 5, 11, 15, 31, 40, 45, 54-56,

86, 100-104, 106; and crossbreeds,74-75; and donating Forces, 23;and ghosts, 82; and Gray Soldiers,67; and humans, 95, 97-98; andservants, 52; and sorcerers, 32, 73;and Will-wars, 42, 44; and undead,90; summoning, 44; views onhuman souls, 78; warding, 40.

Animals, Saints of, 87; Soldiers of, 58.Apollo, sample Rite, 66.Apparitions, 82; see also ghosts.Archangels, 5-6, 11, 19, 26, 44, 55,

80, 120; and Children of theGrigori, 76; and Force stripping, 23,61, 79; and removing disadvantages,25; and Saints, 83-89; and Soldiers,57; and undead, 90.

Artifacts, 23, 121-122; celestial, 46;corporeal, 46; creation, 29, 46; ethe-real, 46; sorcerous, 36.

Asmodeus, 44-45, 78, 95; anddamned souls, 80; Servitors of, 96;Soldiers of, 63; views on crossbreeds,74; views on sorcery, 71, 74.

Assisi, St. Francis of, 84.Attraction, Song of, 47.Attunements, 23, 27-28, 40; and

Saints, 89; and Soldiers, 55, 61; andsouls, 79; and undead, 89; Choirand Band, 23, 55, 58, 60, 89; cost,23, 27-28; for artifact creation, 47;Servitor, 23, 55, 60, 63.

Awe Demon, 38.Baal, 106-109; and damned souls, 80;

Soldiers of, 63; views on sorcery, 72.Balseraphs, 44; of Fate, 72-73; opin-

ions of humans, 98.Bands, 10; and Remnants, 93; sum-

moning by, 44.Banishment, 32, 71, 73, 83; ritual,

37, 44, 82; skill, 33, 37.Barbed wire, 120.Bast, sample Rite, 66.

Beleth, 28-29, 74, 113-114; anddream-shades, 83; Servitors of, 100;Soldiers of, 63, 66.

Belial, 12-13, 108-109; Soldiers of,63.

Big Lie, the, 62.Black Order, the, 35-36, 50, 114.Blandine, 28-29; and dream-shades,

83; Saints of, 86; Soldiers of, 57, 66.Blessed advantage, 26, 75, 80, 88.Blood, Song of, 83.Bodhisattvas, 76, 80, 84; summon-

ing, 43.Border Marches, 66.Cacophony, 69, 71.Cabals, see Sorcerous Cabals.Calabim, opinions of humans, 99.Calling, Song of, 32, 72.Catholic Church, the, 84, 108-109,

111-112; and Dominic, 104; andLaurence, 104.

Celestial camera, 121.Celestial combat, 82.Celestial Connection, 25, 27; par-

tial, 27.Celestial detector, 121.Celestial plane, 15, 17, 27, 43, 45,

69.Celestials, 95; and crossbreeds, 74-

76; and ghosts, 82; and humans,97-99; and poison, 123; and sorcer-ers, 73; as familiars, 48; Heartless,39, 79; infiltrating human groups,104-105; offspring, 74-76; SoulLinked, 27; summoning, 35; viewson crossbreeds, 75; warding, 39-40.

Characteristics, 19-20; superhuman,20.

Character points, 21.Charisma, 22; limited, 22-23; maxi-

mum, 23; negative, 23.Cherubim, 55; opinions of humans,

97.Children of the Grigori, 9, 17-18,

25, 68, 74, 76, 96, 101-104.Choirs, 10; and Remnants, 93.Christianity, 108.Cold Touch, 48.Collaborators, 105.Combat, celestial, 82.Combatants, 101.Command, 32, 71, 73; rituals, 37-

38, 44; skill, 33.Command Demon, 44.Command Demonling, 38.Command Major Ethereal Spirit,

38.Command Minor Ethereal Spirit,

38.Constructs, 29; alchemical, 46; and

Body hits, 49; and Discord, 49; andForces, 49; and the Symphony, 49;creating, 48-49; Essence usage, 49;healing, 49.

Contest, 37, 42.Corporeal anchor, 80-81;

destroying, 82.Corporeal plane, 15, 17, 35, 37, 45,

80-82.Counter-infiltrators, 100-101.Covetous, 31.Create Mummy, 50.Create Spirit Anchor, 40-41.Create Zombi, 50.Creation, Saints of, 86; Soldiers of,

56, 58.

Cromwell, Oliver, 84.Crossbreeds, as characters, 76; celes-

tial, 17, 74-76; ethereal, 17, 74-75.Curiosity, 101.Damage, 116; celestial, 21; ethereal,

21; from disease, 124; from poison,122-123; optional rules, 123; physi-cal, 20.

Damnation, 61.Dancing, 28.Daniel, the Angel of Final

Judgment, 61.Dark Humor, Servitors of, 78, 105;

Soldiers of, 64.David, 109; Saints of, 86; Servitors

of, 105, 111; Soldiers of, 57.Death, Soldiers of, 65; also see Dying.Demi-gods, 75.Demon Princes, 5-6, 11, 19, 61,

120; and bestowing Forces, 28; andForce stripping, 23, 79; and granti-ng servants, 24; and the military,106; and removing disadvantages,25; and Saints, 88; and Soldiers, 60,63-65.

Demonlings, as servants, 24; com-manding, 38.

Demons, 5, 11, 14-15, 26, 28, 35,38, 40, 45, 55-56, 62, 80, 86, 100-104, 106, 109; and crossbreeds, 74-75; and ghosts, 82; and GraySoldiers, 67; and humans, 95, 98-99; and servants, 52; and Soldiers,60, 65; and sorcerers, 32-33, 70-71,73; and Will-wars, 42-43; banish-ing, 37; exorcising, 39; summoning,45; views on human souls, 78;warding, 40.

Destiny, 15, 74, 76, 79, 82; ofundead, 90; Saints of, 87; Soldiersof, 59.

Djinn, opinions of humans, 99.Disadvantages, 25, 29; and souls, 79;

celestial, 25, 31, 75, 79; corporeal,29-30, 75; ethereal, 30-31, 75, 79;removing, 25; supernatural, 25, 75.

Disbandment, 15, 22; for dream-shades, 83.

Discord, 21, 25, 75, 79; Celestial,25, 31; Corporeal, 29, 30; Ethereal,25, 27, 30-31; removing, 25.

Disease, 124.Distinctions, 23; and Saints, 89; and

Soldiers, 56; and souls, 79; andundead, 89.

Disturbance, 9, 68, 95-96; andSaints, 88.

Disturbance Compass, 119.Diurnal, 30.Divine Destiny, 54.Dodge, 47, 116.Domains, ethereal, 83; of pagan gods,

83.Dominic, 20, 32, 55, 61, 78, 96,

108-109, 111; and the CatholicChurch, 104; Saints of, 86;Servitors of, 96; Soldiers of, 57;views on sorcery, 73-74; views oncrossbreeds, 74, 76.

Dozen, the, 32, 44, 72.Dream Soldiers, 15, 28, 57, 63, 66,

75, 102, 113.Dream-shades, 15, 82-83;

anchoring, 83; and Essence, 83; andForces, 83; and Trauma, 83; banish-ing, 37, 83; disbanding, 83; exorcis-ing, 39, 83; reincarnation, 83; sum-moning, 42; with vessels, 83.

Dreaming, 15; and undead, 90;lucid, 29; skill, 29, 66, 83.

Dreams, destroying, 83; Saints of, 86;Song of, 28, 66.

Dreamscapes, 5, 15, 29, 83; andRemnants, 92; and undead, 90; ofSaints, 88.

Dream Walking, 83, 90.

Drugs, 124-126.Dying, 14-15, 21-22.Earth, 5-6, 8, 11, 15, 35, 41, 44,

62, 80, 83, 85, 95; Saints on, 88-89.

Eden, 6.Effective perception, 119.Eli, 49, 109; Saints of, 86; Servitors

of, 54; Soldiers of, 56, 58.Elohim, 55; opinions of humans, 97.Eminent Entertainment, 112-113.Enchanters, 36, 46, 70.Enchantment, 46; rituals, 46-50;

skill, 29, 46, 71.Engles, Colonel Howard, 111.Entropy, Song of, 48, 114.Essence, 5-6, 9, 20; after death, 79;

and dream-shades, 83; andRemnants, 93; controlling, 20, 22;for ghosts, 81; giving, 27, 67; fromworship rites, 67; harvesting, 80;sacrificing for, 40; siphoning, 41;Song of, 54; storing 40.

Esteemed Overlords of Sleep, 114.Ethereal anchor, 83.Ethereal Connection, 25, 28, 66,

75.Ethereal gods, see pagan gods.Ethereal plane, 15, 17, 28, 37, 45,

69, 82-83; living in, 83.Ethereals, 27-28, 31-32; and cross-

breeds, 74; and Essence, 105; andhumans, 67, 105; and poison, 123;and Soldiers, 65-67; and sorcerers,33, 73-74; and worship rites, 67; asfamiliars, 48; as servants, 24; ban-ishing, 37; commanding, 38; exorcis-ing, 39; infiltrating human groups,105; motives, 105; offspring, 75;Soul Linked, 27; summoning, 41,45; warding, 39-40.

Evani, Kyriotate Friend of theSword, 111.

Eve, 6, 17.Exorcise, 39.Exorcise ghost, 39, 82.Exorcise undead, 39.Exorcism, 32, 71, 73, 83; rituals,

39, 44; skill, 33.Exorcists, 71, 111.Explosives, 116.Factions, Servitors of, 105; Soldiers

of, 64.Faith, 6, 10.Fall, the, 6, 31.Fallen Saints, 88.Falling, 78, 88.Familiars, commanding, 38; creating,

48.Far Marches, 29, 66.Fate, 15, 74, 80, 82; of undead, 90;

Soldiers of, 64.Fated Future, 54, 64.FeatherFire Productions, 113.Ferrano, Monsignor Leonardo,

111.Final Judgment, Angels of, 61.Fire, Calabite of, 44; Saints of, 86;

Soldiers of, 56, 58, 63.Flowers, Saints of, 87; Servitors of,

95, 105; Soldiers of, 55, 59.Fluency, 24.Focus, 73, 114; rituals, 39-41; skill,

33.Focused Effort, 9, 20, 29; and

Symphonic awareness, 20.Forces, 17-20; acquiring, 93; actual,

61; after death, 79; and children,17; and dream-shades, 83; and her-itage, 18; and infants, 17; andRemnants, 92; and Saints, 85, 88;and teenagers, 17; and undead, 91-92; and zombis, 92; attaching, 28,65; containing memory, 79; cost, 19;disbandment, 15; effects of drugs on,124-126; extra, 17-18, 52, 54-55;

gaining, 18-19; infernal, 28, 61;loose, 19, 46; losing and regaining,21-22; maximum human, 17;potential, 17, 20, 54, 57, 61, 75-76, 90; research on, 17-18; six, 18;stripping, 23; training for, 19; trig-gering, 19, 60.

Free Will, 9-10, 25-26, 60, 92.Freedom, Soldiers of, 64.Fronts, 105.Fruition, Song of, 74-76.Gabriel, 68, 109; Saints of, 86;

Soldiers of, 56, 58.Game, the, Servitors of, 61, 96;

Soldiers of, 63.Gardeners, 59.Geases, 25, 64.Gehenna, 63, 80.Ghosts, 15, 80-83; and Body hits,

81; and Essence, 81; and Rites, 81;anchoring, 80-81; as characters, 82;banishing, 37, 82; destroying, 82;exorcising, 39, 82; manifesting, 81;reanchoring, 82.

Gluttony, Soldiers of, 63-64.God, 5-6, 10, 31, 78, 89, 92, 109,

120.Gorgons, 74-76.Gray Soldiers, 67, 101.Gremlins, commanding, 38.Grigori, 76; Children of the, 17-18,

25, 68, 74, 76, 96, 101-104.Guilt, 30Haagenti, 13; Soldiers of, 63-64.Habbalah, opinions of humans, 99.Hatiphas, Demon of Sorcery, 28,

45, 50, 72-74, 114.Hatred, 30.Healing, rate of, 21; Song of, 47-48,

90, 123-124.Healing potion, 47.Heaven, 5-6, 10-11, 15, 26, 56, 76,

78-80, 82, 85, 89-90, 96, 104,108; and ethereals, 105; and humansouls, 78; and Saints, 88; Upper orHigher, 76, 80, 84, 88-89.

Heavy weapons, 116-117.Hell, 5-6, 10-11, 15, 28, 31, 43-45,

55, 59-63, 70, 72, 74, 80, 82, 85,89-90, 104, 108, 112-113; andethereals, 105; and human souls, 78;and Saints, 88.

Hellforce, 60, 96, 112.Hellhounds, 112.Hellsworn, 11, 54, 59-61, 73, 89.Heralds, 112.Herbalism, 46.Higher Heaven, see Heaven.History, 11; human, 6.Hits, body, 20-21, 48, 81, 85, 90,

93, 123-124, 126; healing, 21-22;mind, 21, 124, 126; soul, 21-22,124.

Hollywood, 96. Human characters, 16-25.Humanity, 7-15, 52.Humans, 5-6, 8-9, 17; agencies,

102-114; and attunements, 23; andcelestials, 97-99; and characteristics,19-20; and Distinctions, 23; andEssence, 20; and Ethereals, 67; andForces, 17-19; and pagan gods, 75;and the Symphony, 9; and Tethers,95; and the War, 94-102; as celes-tials, 79; belief, 5-6; bodies, 20-21;behavior, 10; crossbreeds, 74-76;elderly, 19; exceptional, 17-18, 53;gifted, 20; history, 6; important, 96;normal, 17, 52; organizations, 96,103-114; origins, 5-6;reincarnation, 15; souls, after death,14-15, 78-93; view of the world,11.

Hunters, 100, 121.Hutriel, the Angel of Final

Judgment, 61. 127I N D E X

Index

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Immortality, 89.Immortals, 17, 77-93.Imps, commanding, 38.Impudites, 44; of Technology, 54;

opinions of humans, 99.Infernal Pact, 28, 33, 61, 70, 73-74.Infernal Saints, 88.Infiltration, celestial, 104-105; ethe-

real, 105.Initiating, Hellsworn, 61; Soldiers,54-55, 57, 60; sorcerers, 70.

Initiation ritual, 28.Inquisition, 57, 73, 76.Interventions, 10-11; and sorcery,35; Divine, 10, 35, 90; Infernal,10, 35, 90.

Introduction, 4-6.Investigators, 52.Islam, 109.Jaded, 31.

Janus, Saints of, 87; Servitors of, 54-55, 111; Soldiers of, 56, 58.

Jean, 107-108; Saints of, 87;Servitors of, 117, 121; Soldiers of,58.

Jordi, 5, 107-108; Saints of, 84, 87;Soldiers of, 58.

Judaism, 109.Judgment, Saints of, 86; Servitors of,

65, 96; Soldiers of, 57.Khalid, 109.Kobal, Servitors of, 60, 78, 105;

Soldiers of, 64.Kronos, 45; Servitors of, 15, 59;

Soldiers of, 64, views on sorcery, 72,74.

Kyriotates, 54; in celestial form, 17;opinions of humans, 98.

Laurence, 54-55, 80, 107-109,111-112; and the Catholic Church,104; Saints of, 87; Soldiers of, 58.

Lightning, Saints of, 87; Soldiers of,58.

Lilim, 44, 72; Free, 67; opinions ofhumans, 99.

Lilith, 6, 17, 72, 88, 92, 104;Soldiers of, 64.

Limbo, 39.Living, 13-14.Loki, 45; sample Rite, 66.Los Angeles, 95.Love charm, 47.Lucid dreamers, 15, 29, 41, 66, 75,

83.Lucifer, 6, 10, 68-69, 88-89, 112;

views on sorcery, 72.Luck talisman, 47.Lust, Soldiers of, 23, 63.Mages, 68.Magicians, 33, 52-53, 70.Malakim, 55-58, 67, 101; opinions of

humans, 98.Malphas, 107-109, 113; Servitors of,

105; Soldiers of, 64, 112.Manifesting, 82-83.Marc, 109; Saints of, 87; Servitors of,

96; Soldiers of, 58.Marches, 5, 15, 29, 41, 45, 57, 66,

75, 83, 88, 92-93, 113.Martin Luther, 84.Media, the, 120; and Words, 120;

Servitors of, 96; Soldiers of, 65.Medical technology, 119.Meditation, 29, 35.Mercurians, 55-56; opinions of

humans, 98.Merlin, 74.Michael, 55, 106, 109; Saints of, 87;

Servitors of, 111; Soldiers of, 59.Midnight Screamers, 60, 113-114.Minions, 52.Mistrust, 102.Monitors, 95.Mortals, 17, 51-76; Body hits, 21;

healing, 21.Motivations, 101-102.

Mummies, 19; creating, 50, 90.Mundanes, 9, 17, 30, 51-53, 57, 59,

61, 68, 96, 101; and rituals, 35.Murad, Elohite Master of Fire,

110.Muradi Sufis, 56, 110.Necromancers, 70-71, 90.Necromancy, 90; rituals, 49-50, 92;

skill, 29, 49, 71.Need, and zombis, 92.Nephallim, 74, 76.Nightmares, Soldiers of, 63.Nocturnal, 30.Novalis, 61, 104, 108; Saints of, 87;

Servitors of, 55, 105; Soldiers of,59.

Nybbas, 113, 120; Servitors of, 96,107; Soldiers of, 65.

Oathtaking, 28, 60.Obsessed, 31.Ofanim, opinions of humans, 97; res-

cue teams, 112.Offspring, celestial, 74-76; ethereal,

74-75.Organizations, see Agencies.Outcasts, 67, 102, 117, 121.Pagan, Soldiers, 65-67, 102; souls, 15.Pagan gods, 45, 100, 105; and

Domains, 83; and granting SoulLinks, 27; and humans, 75; and off-spring, 75, and Saints, 88.

Pagan Saints, 88.Pan, 45.Paris, 95.Patron Saints, 84.Permanent Ward, 35-36, 41.Petitioning, 84-85, 89.Philosopher’s Stone, 48.Physical injury, 20.Poison, damage, 122-123; duration,

122-123; speed, 122-123; strength,122-123.

Poltergeists, 81; see also ghosts.Possession, Song of, 54.Power-hunger, 101.Prayer, 10, 35.Primordial Clay, 48.Prophets, 17, 68-69, 96; false, 68-

69.Protective Ward, 39, 41, 73.Psychics, 67.Purifiers, 56, 96, 110.Rand, Malakite of Stone, 111.Rebellion, 5, 62.Reborn Saints, 85.Record systems, 118.Recorporealization, 85.Recruiting, Soldiers, 54-55, 59, 65-

66.Reincarnation, 15; for dream-shades,

83.Relics, 23, 36, 46.Relievers, and spirit anchors, 40.Reliquaries, and rituals, 35-36, 46.Remnants, 17, 27, 92-93, 117, 121;

and Body hits, 93; and dreamscapes,92; and Essence, 93; and Forces, 92-93; and Rites, 93; and Roles, 93;and Songs, 93; and the Symphony,93; and vessels, 93; and the War,93; as characters, 93; default Forces,93; restoration of, 93.

Renegades, 67, 102, 117, 121.Research, 118.Researchers, 96.Resonances, 11, 40; human lack of,

10.Resources, 26-49, 66; buying, 22-

25; supernatural, 24.Rewards, for Soldiers, 56, 62.Rites, 20; and cost, 20; and ethereal

spirits, 20, 66; and ghosts, 81; andRemnants, 93; and Soldiers, 55, 60-61, 66; and Word-bound celestials,20; and undead, 89, 91; infernal,61; sample, 66; worship, 67.

Rituals, see Sorcerous Rituals.Rogues, 17, 54, 67-68, 96, 101.Roles, 9, 24, 52, 106, 118, 120; and

Remnants, 93.Saint Christopher Society, 112.Saint Francis of Assisi, 84.Saints, 9, 11, 13, 17, 20-21, 26-27,

79-80, 84-89, 95, 112; andArchangels, 84-88; andattunements, 23, 89; and advan-tages, 88; and Body hits, 85; andcelestial form, 88; and Essence, 20,88; and disadvantages, 89; andDistinctions, 89; and Falling, 88;and Forces, 88; and healing, 21; andthe Marches, 88; and poison, 123;and recorporealization, 85; andResources, 89; and Rites, 89; andRoles, 89; and servants, 24; andsleep, 85; and Songs, 88-89; andSymphonic awareness, 22; andSymphonic disturbance, 88; andTethers, 88; and Toughness, 27, 89;and Trauma, 89; and vessels, 85;and the War, 86; as characters, 82;as sorcerers, 69; Catholic, 84;Infernal, 88; pagan, 88; patron, 84;petitioning to be, 84, 89; reborn, 85.

Sacrifice for Essence, 40.Salvation, 61; for damned souls, 78;

for sorcerers, 74.Saminga, 10, 49, 71, 89, 107; and

undead, 90-92; Servitors of, 100,104; Soldiers of, 65; views onsorcery, 72.

San Francisco, 95.Seagull Society, 56.Secret societies, 102.Secret Soldiers, 67, 101.Security, levels of, 120.Seraphim, 55; of Creation, 54; opin-

ions of humans, 97.Seraphim Council, 76, 82, 85.Servants, 24, 43, 52, 106; breaking

free, 43; dead souls as, 82.Shadow Corps, 112.Shal-Mari, 80.Shamans, 68.Shedim, 44, 52, 54, 101; in celestial

form, 17; opinions of humans, 99.Sheol, 63, 80.Silencer, 121.Simonson Group, 113.Siphon Essence, 41.Skills, 24, 28-29; and specialization,

24-25; difficulty, 25; for artifactcreation, 46-47; free, 24; mastery,25; optional rules, 24; simplified res-olution, 24.

Soldiers, 9, 14, 17-18, 20, 53-68,90, 95-96, 101, 107; andArchangels, 57; and attunements,23, 54-58, 60, 62-64; andCorporeal Forces, 54; and DemonPrinces, 63; and Disadvantages, 54;and Distinctions, 56-59, 62-63; andgaining Forces, 19, 28; andresources, 54-55; and rewards, 56;and Rites, 54, 66; and servants, 24;and Songs, 54, 56-59, 62; andSymphonic awareness, 22, 45;Dream, 15, 28, 57, 63, 66, 75,102; Gray, 67, 101; identifying, 54;initiating, 54-55; of God, 11, 53-59, 64, 95-96, 110-112; of Hell,11, 53, 56, 59-65, 67, 96, 112-113; pagan, 53, 65-67, 102, 105;recruiting, 54-55, 59, 65-66; secret,67, 101; uninitiated, 68; veteran,56, 63.

Solomon, 74.Songs, 15, 22, 25, 40, 56, 122; after

death, 79; and Remnants, 93; andSymphonic awareness, 22; Celestial,27; Corporeal, 55; Ethereal, 28-29,47; for artifact creation, 46-47.

Sons of Lucifer, 114.Sorcerers, 9, 11, 15, 17, 28-29, 33-

46, 53, 61, 67, 69-75, 96, 102; andresources, 69-70; and rituals, 69;and servants, 24; and skills, 69; andSongs, 69; as characters, 69-70;divine, 35; initiating, 70; lone, 70-71; lucidly dreaming, 42; unaligned,35; undead, 39; white, 74.

Sorcerous cabals, 33, 35, 53, 69-70,102, 104-105, 114.

Sorcerous Initiation, 46, 70.Sorcerous rituals, 15, 32-46, 69,

73; advanced, 44; and Essence, 35-36; and Interventions, 35; and SoulLinks, 27; controlling and canceling,35; counter-rituals, 35; disturbance,34-35; Essence requirement, 34; forartifact creation, 47; group perfor-mances, 35-36, 70; learning, 33;performance, 34; risk, 34; special,45-46; time requirement, 34.

Sorcerous skills, 33-34, 69.Sorcery, 31-46, 73; and angels, 32,

73; and Blessed souls, 26; anddemons, 73; and ethereals, 73-74;and Symphonic awareness, 22, 68;demons of, 28, 70-73; initiation, 28,46; requirements, 32.

Sorcery attunement, 28, 36, 42,45-46, 69, 71.

Soul Link, 27, 31, 66.Soul-killed, 22.Souls, 22; after death, 17, 78-93;

and attunements, 79; and disadvan-tages, 79; and Distinctions, 79; andSoul Link, 27; and undead, 50, 89-93; blessed, 26, 78-80, 82; damned,61, 78-80, 82; disbandment of, 15,22; human, destination of, 14-15;pagan, 15; summoning, 42-43.

Spirit anchor, 39-40.Spirit jar, 40; and rituals, 35.Status, 22, 58.Stink, 30.Stone, Saints of, 86; Servitors of, 48,

105, 109; Soldiers of, 57, 109.Stoning rod, 48.Store Essence, 40.Stungun, 121.Suggest, 37.Summon, 32, 71; ritual, 41-45;

skill, 33.Summon Demonling, 42.Summon Human Soul, 42-43, 82.Summon Named Demon, 45.Summon Named Ethereal Spirit,

45.Summon Random Demon (of a

Specific Type), 44.Summon Random Ethereal Spirit,

41.Summoners, 71, 73.Superiors, and attunements, 27-28;

and Forces, 27, 49; and the military,106; and religion, 108-110; andRemnants, 93; and Rites, 20; andSoldiers, 53; and the War, 120;ethereal, 93; invoking, 27.

Supernatural disadvantages, 25, 75,91.

Supernatural intervention, andadding Forces, 19.

Supernatural Powers, 121-122.Support Personnel, 101.Surveillance, 119.Sword, the, Saints of, 87; Servitors

of, 65; Soldiers of, 58.Symphonic Awakening, 22, 60; rit-

ual, 45-46.Symphonic awareness, 20, 22, 29,

45-46, 53, 101; and constructs, 49;and rituals, 35; and Saints, 88; andSoldiers, 22, 55; and sorcerers, 69;losing, 61.

Symphonic connection, 24.

Symphonic disturbance, 9, 68, 95.Symphonic gadgets, 121.Symphony, 5, 9-10, 22, 28, 31-32,

45-46, 69, 79, 101; and Remnants,93; and sorcerers, 32; and undead,89.

Talismans, 23, 36, 46.Technology, advanced, 117;

Impudites of, 54; medical, 119;Soldiers of, 65.

Tethers, 5, 9, 43, 45, 52, 55, 95-96,112, 119; and Lilith, 92; andSaints, 88; divine, 112; Infernal,88.

Tezcatlipoca, sample Rite, 66.Tharael, Ofanite Master of War,

111.Theft, Soldiers of, 65.Theurgy, 32.Third parties, 102.Toughness, 21, 27.Toxins, 123-126.Trade, Saints of, 87; Soldiers of, 58.Transmutation, 48.Trauma, and dream-shades, 83; and

Saints, 89.Undead, 9, 13, 15, 17, 20-21, 27,

65, 89-92, 95, 100; and attune-ments, 23, 89; and Body hits, 90;and disadvantages, 89; andDistinctions, 89; and dreaming, 29,90; and drugs, 124; and Essence, 20;and Forces, 89-90; and healing, 21;and interventions, 90; and poison,123; and Rites, 89, 91; and Songs,89; and Symphonic awareness, 22,89; and Toughness, 27, 91; and ves-sels, 90-92; as characters, 91; as sor-cerers, 69; creating, 49-50, 90-92;default Forces, 91; exorcising, 39;good, 90.

Triggering, Forces, 19, 60; Saintlyabilities, 85.

Unaligned, 101; motivations, 101-102.

Universal solvent, 48.Unlife, Song of, 91.Upper Heavens, see Heaven.Vampires, 30, 91; creating, 50, 90.Valefor, Soldiers of, 65.Vapula, 107-108; Servitors of, 17,

117, 121; Soldiers of, 65; views onsorcery, 72.

Vengeance, 101.Vessels, 40-42, 44-45, 119; animal,

87; for dream-shades, 83; for famil-iars, 48; for Remnants, 93; forSaints, 85; for undead, 90-92; tem-porary, 48.

Visions, 68-69.War, angels of, 55; Saints of, 87;

Soldiers of, 59, 63, 112.War, the, 5-6, 10-11, 13, 52-53, 67,

75, 84, 86, 103-104; and humans,94-102; Soldiers of, 63; third partiesin, 102.

Weapons, 115-118; explosives, 116;heavy, 116; new, 118; non-lethal,117.

Will’o’wisps, 82; see also ghosts.Will-war, 26, 37-39, 42, 44, 73;

breaking off, 43; defeat, 43; surren-dering, 42.

Wind, the, Saints of, 87; Soldiers of,58.

Withdrawal, 29, 124.Witnesses, 52.Words, 9, 11, 52, 63, 105; and

Saints, 84, 86; summoning by, 44.Worship rites, 67.Yves, 55, 61; Saints of, 87; Servitors

of, 15; Soldiers of, 59.Zadkiel, 112.Zombi attunement, 92.Zombis, 28, 90, 92; and Forces, 92;

creating, 50; exorcising, 39.128I N D E X